Overview
In previous examples, we saw that Position, Color, Texture data were sent to draw cubes. In this post we will discuss how to implement Blinn Phong lighting model. For this surface normals needs to be sent as VBO data. They look as shown at the bottom. They look elongated because aspect ratio is not applied.
Details
System class diagram
BlinnPhongLightedTexCube derives from TexturedCube class. It overrides mesh with an instance of CubeMesh to generate geometry. BlinnPhongLightedTexCube
| Name | Description |
|---|---|
| cameraPosition | Specifies the location of the light source for diffuse and specular illumination. |
| light | An instance of PhongLightingUtil. It contains settings for illumination. |
Methods
| Name | Description |
|---|---|
| Init | This method overrides the base class Init method to load texture. Generates the vertices data consisting of surface normals in non indexed mode and later sets them up in VBO buffer. |
| UpdateUniforms | This method overrides the base class UpdateUniforms method. Firs t it updates "cameraposition" uniform. Next it updates lighting related uniforms by calling Updateshader method on light. Finally it c alls base class UpdateUniforms method to send rest. |
| vertexShaderSource | This method overrides the base class vertexShaderSource method. It returns the vertex shader code to render the cube object. |
| fragmentShaderSource | This method overrides the base class fragmentShaderSource method. It returns the fragment shader code to render the cube object. |
BlinnPhongLightingUtil
| Name | Description |
|---|---|
| material | An instance of Material sub class. It contains settings of the material property for reflection. |
| light | An instance of Light sub class. It contains settings for illumination. |
Methods
| Name | Description |
|---|---|
| UpdateShader | Updates the uniforms that contains copies of the information stored in light and material members. |
Output
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